[SF] Dead Suns AP - GM Ewok (Inactive)

Game Master EwokBanshee

Map

Ship!


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Male CG Goblin Technomancer 7 | SP: 49/49HP: 37/37 RP: 7/7| EAC: 19 KAC: 19 CMAC: 27 | F: +5, R: +6, W: +7 | Init: +4 | Perc: +6, SM: +1 | Speed 45ft | Spells: 1st 5/5 (15), 2nd 4/4 (16) 3rd 2/2 (17) Spell Cache (unused) conditions: None.

attack1: 1d20 + 5 ⇒ (11) + 5 = 16
damage: 1d6 + 3 ⇒ (5) + 3 = 8
attack2: 1d20 + 5 ⇒ (2) + 5 = 7
damage: 1d6 + 3 ⇒ (6) + 3 = 9
attack3: 1d20 + 5 ⇒ (3) + 5 = 8
damage: 1d6 + 3 ⇒ (3) + 3 = 6

A trio of air-goblins streak out towards their aerial foe... doing less than superb attacks.

For his part, Clank fires a shot as well.

Attack EAC: 1d20 + 7 ⇒ (16) + 7 = 23
damage: 1d8 + 5 ⇒ (3) + 5 = 8

Orange assuming it's not dead, if not, chaining to the next damaged target.

Grand Lodge

Slides

I was overly positive about how my Sunday would go. But I'm back now! Sorry about the delay.

Lenny takes tall steps to work his way through the ash drifts, bringing his suddenly appearing solar sword down through the skreeling's shoulder! One wing now hangs limply from it's side and it falls down to the ash where it stumbles - barely alive. Davrin comes into Lenny's view as the halfly sneaks along the inner cave wall. A burst of acid hits the second skreeling in the chest, drawing out an awful scream from the small alien.

Zulu aims around the wall of the cave, catching a glimpse of the skreeling's wing. However, as he fires a large burst of laser, the wing goes limp from Lenny's strike! The android's shot hits the wall with a splash. Pippimi, offering up her best vesk war cry, throws a knife into the left skreeling's chest. It's eyes widen, looking down at the knife as an invisible string pulls the weapon from the wound and back into the skittermander's hand(s).

A trio of air devils goblin spirits materialize into existence, flying around the corner and into the face of the center skreeling. Together they manage to gouge into one of the beast's wings, slowing it down. Clank, unable to see the target of his little air babies, shrugs his goblin shoulders and sends a shot into the wobbling skreeling by Lenny. It drops into the ash, the lifeless body sinking into the heap. Meanwhile, Zoran offers encouragement from afar. "Get the left one!" Get 'Em on Green.

Tail @ Pippimi: 1d20 + 9 + 1 + 2 ⇒ (19) + 9 + 1 + 2 = 31
Damage @ KAC: 1d4 + 4 ⇒ (1) + 4 = 5

Tail @ Pippimi: 1d20 + 9 + 1 + 2 ⇒ (15) + 9 + 1 + 2 = 27
Damage @ KAC: 1d4 + 4 ⇒ (3) + 4 = 7

The two remaining skreelings flap their wings, now in their home turf within the cave. They manage to squeeze around Pippimi, where they latch onto her armor and begin to scrape their armored tails along her armor until they find weak points. The Blastwerks armor keeps most of the damage at bay, but the beasts manage to prick two tiny holes in the suit! Pippimi gains Bleed 2.

Everybody is up! Zulu and Clank do not have line of sight, currently.

Clank
Davrin
Zulu
Zoran x2
Lenny 39/45 SP
Pippimi 11/40 SP

Green Skreeling 12 damage
Orange Skreeling 26 damage, flat footed
Purple Skreeling 41 damage


Male CG halfling ghost operative (ace pilot) 12 | SP 84/84 HP 74/74 | RP 4/13 | EAC 25; KAC 26 | Fort +9; Ref +16 evasion; Will +11 (+2 vs fear) | Init: +11 | Perc: +23, SM: +21 | Speed 50ft fly 40ft| Active conditions:

Davrin quickly moves back, continuing his barrage of fire on the same skreeling.

Vs orange:
trick attack, vs DC20+target CR: 1d20 + 18 + 1 ⇒ (18) + 18 + 1 = 37 flat-footed to following attack if successful add. dmg if hit: 3d8 ⇒ (2, 7, 7) = 16
disintegrator pistol vs EAC: 1d20 + 9 ⇒ (7) + 9 = 16 acid dmg: 1d10 + 2 ⇒ (8) + 2 = 10
Debilitating trick: If trick attack succeeds, flat-footed for 1 round

Uncanny mobility so no AoO from target. But it's flatfooted anyway.

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

stellar mode: photon +1

Ug, this ash gets everywhere. I hope it doesn't contain creatures more powerful than these pests.

5' west, difficult terrain, move action
solar sword attack vs. orange (flanking), S damage (least gluon crystal, photon mode): 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 271d6 + 9 + 1d4 ⇒ (2) + 9 + (2) = 13


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

Zulu shuffles through the ash behind Lenny, finding a somewhat clear Lane to the flying creature their resident fitness expert was menacing.

Getting a clear enough shot, Zulu fires again.

shooting orange

Attack, EAC: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Damage, F: 2d6 + 1d6 + 5 ⇒ (3, 4) + (3) + 5 = 15


Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

Sorry.

As he sees Pip taking a a beating he calls out.

"Pip, that is not how you handle things. Teach them a lesson." he cheers while moving up to help her get free. Pip gains 15 Stamina.

In range for Bodyguard reaction for Pip.

---

He then turns his attention to both skreelings and shrieks at it in a similar manner.

Quick Dispiriting Taunt: 1d20 + 13 + 1d6 ⇒ (6) + 13 + (5) = 24 Orange.
Dispiriting Taunt: 1d20 + 13 + 1d6 ⇒ (19) + 13 + (6) = 38Green.


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Pippimi spins around, distracting orange for Lenny and then continuing the spin into a pair of starknife slashes! (I'm guessing orange is down, so at green) "Bad creatures, Pippimi blood not for eating!" Even as she speaks, her wounds bleed unpleasantly.

Tactical Starknife: 1d20 + 11 - 4 ⇒ (5) + 11 - 4 = 12
Tac. Starknife damage (P): 1d4 + 5 + 5 ⇒ (1) + 5 + 5 = 11
Tactical Starknife: 1d20 + 11 - 4 ⇒ (9) + 11 - 4 = 16
Tac. Starknife damage (P): 1d4 + 5 + 5 ⇒ (4) + 5 + 5 = 14

At Zoran's shout of encouragement, she waves at him "Zoran right! Pippimi not hurt at all!"

@Ewok: Just as a reminder, Pippimi has DR 5/-, so she has 15 less stamina damage than you're showing. Zoran's inspiring boost brings her back to 40/40.


Male CG Goblin Technomancer 7 | SP: 49/49HP: 37/37 RP: 7/7| EAC: 19 KAC: 19 CMAC: 27 | F: +5, R: +6, W: +7 | Init: +4 | Perc: +6, SM: +1 | Speed 45ft | Spells: 1st 5/5 (15), 2nd 4/4 (16) 3rd 2/2 (17) Spell Cache (unused) conditions: None.

Clank decides that things sound crowded enough that he'll hang back, for now. "Everything ok in there?" The swarm of air elementals continue their attacks relentlessly. [ooc]Orange if they're still up, if not moving on.

attack1: 1d20 + 5 ⇒ (9) + 5 = 14
damage: 1d6 + 3 ⇒ (4) + 3 = 7
attack2: 1d20 + 5 ⇒ (9) + 5 = 14
damage: 1d6 + 3 ⇒ (4) + 3 = 7
attack3: 1d20 + 5 ⇒ (5) + 5 = 10
damage: 1d6 + 3 ⇒ (4) + 3 = 7

Grand Lodge

Slides

Dang, Davrin! Calm down with that 26 damage.

Davrin blends into the shadows, then pops up out of the pile of ash to hit the skreeling in the skull with a perfectly aimed ball of acid! It's skull explodes and the body falls to the ash, skin melting. Lenny shoves his way through the ash, around the corpses to the final skreeling. With a vicious backhand he slashes through the skin of the skreeling.

Zulu, his sensors thrown off by the floating ash, sends his shot into the cave wall. The remaining skreeling's head twists to the side as it stares at the four-armed alien skreeching in an all too similar tone. As it turns to the side, Pippimi stabs in twice and cuts down the alien!

COMBAT OVER

Status

Clank
Davrin
Zulu
Zoran
Lenny 39/45 SP
Pippimi 39/40 SP, Bleed 1 Thanks for the reminder on the DR. That will bring the Bleed down to 1.

Green Skreeling 50 damage
Orange Skreeling 52 damage
Purple Skreeling 41 damage

You search the area, digging through the ash. After all, something must have drawn the skreelings here, right? And, what do you know? On the eastern wall, just under the ashy surface, lies two bodies. They are tall and skinny, with odd proportions. Some of you recognize them as sarcesians! The dead sarcesians still have some of their gear, and aside from their torn-up and useless armor, two advanced Diasporan rifles, two tactical dueling swords, and two credsticks holding 1,500 credits apiece can still be salvaged.

You keep searching. The ash filling the two northern alcoves in this area mostly covers old bones. However, beneath those you find a partially intact skeleton in a sitting position. The skeleton’s armor and flesh have long rotted away, but across its lap is a thin, jagged, and rusted piece of metal. Emblazoned on it, in Castrovelian, are the barely legible words “Imura Excavations.”

DC 18 Perception check:
You notice four bars of pure silver ore behind the skeleton’s back, worth a total of 4,800 credits.

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

Well, that was fun. I wonder what else is buried out here. It seems like bad luck to come to this rock at all...

Perception, DC18: 1d20 ⇒ 6


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

Quickly setting his targetting systems to recalibrate as they search, Zulu briefly pauses to look over the rifles.

"Nice."

Them he continues to help search.

Perception: 1d20 + 8 ⇒ (2) + 8 = 10


Male CG halfling ghost operative (ace pilot) 12 | SP 84/84 HP 74/74 | RP 4/13 | EAC 25; KAC 26 | Fort +9; Ref +16 evasion; Will +11 (+2 vs fear) | Init: +11 | Perc: +23, SM: +21 | Speed 50ft fly 40ft| Active conditions:

And that's not even his final form!

Davrin holds up his pistol for a moment longer after the last skreeling falls, possibly for dramatic effect, before keeping it back into his holster with a smirk.

---

"Wow, what do you think happened here?" Davrin asks, somewhat cowed from all the dead bodies.

perception: 1d20 + 13 ⇒ (5) + 13 = 18

"Oooh, look what I found!" His mood uplifts immediately when he pulls out the 4 bars of silver.


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

As she slowly takes bleed damage, Pippimi down at her minor wound in alarm. "Davrin, Zulu! Please help or Pippimi bleed whole way to death! Can feel life... fading from arm already... not sure how long can stay conscious..." While her wound is minor, the bleeding is surprisingly persistent and it seems she does need medical attention.

Can one of your guys do a quick First Aid?
---

Once she gets some help, she comments "Pippimi thinking maybe end up like dead sarcesian... but thankfully she have team!" While the others uncover incredible riches in the little hive, she steps outside to keep any eye out for any other skreelings flapping around.

Perception: 1d20 + 1 ⇒ (14) + 1 = 15


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

Hearing Pippimi's plight, Zulu quickly wades over and pulls out his medical kit.

"Quick Clot and some spray skin should resolve. Seal breach in suit too."

First Aid: 1d20 + 12 ⇒ (19) + 12 = 31

good thing I didn't notice the bleed first or my massive 2 on my previous roll would have failed a DC15 with a plus freaking 12


Male CG halfling ghost operative (ace pilot) 12 | SP 84/84 HP 74/74 | RP 4/13 | EAC 25; KAC 26 | Fort +9; Ref +16 evasion; Will +11 (+2 vs fear) | Init: +11 | Perc: +23, SM: +21 | Speed 50ft fly 40ft| Active conditions:

Just noticed I've put a skill point into Medicine, but I don't even have a med kit! Lol!

"Whew! Good thing Zulu is here. I mean, I only took that first aid course 'cos some of my clients sometimes ask for things to get a little... extreme if you know what I mean."

"if you know what I mean" seems to be Davrin's catchphrase thus far.


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Man, anyone who has sniper proficiency should grab those advanced diasporan rifles! 2d8 F damage.

Pippimi breathes out in relief "Phoooo. Zulu really lifesaver! If you working under Pippimi, definitely suggest you for promotion." She pats her suit down to make sure the wound won't reopen, then heads out of the little dome.

"Where team think cult guys go? Pippimi confused. Team find so many dead body, but no cult guys left."


Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

"I am not sure. I expected this place to be crawling with them if it is there base...is anyone able to get enough of a connection here to look up this Imura Excavations?" he asks the group.

Grand Lodge

Slides

Sorry, everybody! The last two days just slipped away from me. Also, Davrin, feel free to retcon a medkit purchase. That's a player-forgetfulness not a character one.

Getting a very slight signal from your ship, you look up Imura Excavations on the cached web file. From a brief space-i-pedia search, you learn that it is a mining company that went defunct a few dozen years ago.

Deciding not to go back towards the ship down the alternative route, you head further along the asteroid. Heading to the west, you head to an isolated grotto is dotted with piles of silvery ash. To the northwest, a low shelf of rock dams a pool of thick greenish liquid. A humanoid body in torn robes with one arm chewed off is ominously propped against the ledge.

Physical Science, DC 15:

That thick greenish liquid is actually a harsh acid! Touching it will hurt quite a bit, more than a fire. Being submerged in it... you won't feel it for long.

What delightful roses shall appear...: 1d6 ⇒ 4
Nothing here, nope nope nope: 1d20 ⇒ 8

Perception, DC 20:

In the center of the open area there is a small mound of ash. Beneath it... is that a wooden trap door? Interesting...

ALRIGHT! For absolutely no reason whatsoever... please describe what you want to do. No need to go one round at a time, but maybe the next couple rounds. (Something like..."I go over to the body and examine it." "I go over to the green pool, hold my nose, and dive inside.")

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

Lenny is particularly interested in the pool of green liquid. He walks over to inspect it...

physical science: 1d20 + 9 ⇒ (1) + 9 = 10

Hmm, I wonder if it goes good on cereal.


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

"Ominous."

Zulu mutters as he looks over the scene, noting the body totally not half eaten by some gibbering monstrosity from the outer dark hiding in the pool.

"In his house at R'lyeh dead Cthulhu waits dreaming." he mutters idly for no reason he can comprehend as he looks around.

Physical Sci: 1d20 + 9 ⇒ (1) + 9 = 10

Perception: 1d20 + 9 ⇒ (1) + 9 = 10
wow, just wow

But apparently the ominous thoughts running through his cortex disable his knowledge skills.

Physical Sci, memory module reroll: 1d20 + 9 ⇒ (9) + 9 = 18

Luckily, his Exocortex was working independently of his own mind and sent a warning beep into his musings and brought some very important observations to the front of his mind.

"Green liquid is acid. Take care."


Male CG halfling ghost operative (ace pilot) 12 | SP 84/84 HP 74/74 | RP 4/13 | EAC 25; KAC 26 | Fort +9; Ref +16 evasion; Will +11 (+2 vs fear) | Init: +11 | Perc: +23, SM: +21 | Speed 50ft fly 40ft| Active conditions:

Davrin will pick up the sniper rifle. Yeah looks good. And thanks for the retcon to pick up the medkit!

perception: 1d20 + 13 ⇒ (19) + 13 = 32
At the sight of the rather ominous scene, Davrin instinctively wants to find a safe hiding spot. But he spots something...

So instead of moving towards the obvious acid pool or the dead pool, he moves towards the pile of ash near the centre, and carefully stir through the ash.
stealth: 1d20 + 18 ⇒ (19) + 18 = 37


Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

Perception: 1d20 + 8 ⇒ (2) + 8 = 10

Zoran stays in place watching Davrin skulk closer to the pile.

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

Ah, acid. Thanks Zulu. Thought it had to be no good.

He watches Davrin go search in the ashes, and so he begins to walk over towards it to "back him up." He summons his solar mote down into his hand, forming his solar sword preemptively.

form solar sword, move action


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Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Perception: 1d20 + 1 ⇒ (10) + 1 = 11

"Thank for warning Zulu. Pippimi crossing fingers that Cult base not inside acid pool..." Pippimi sees nothing too unusual about the scene beyond its various theatrically ominous qualities, so she follows after Davrin and Lenny. "This remind of commercial Pippimi once see. Any second now, evil demon rise up from acid and offer coupon for 50% off facial cleanser. Hmmm..."

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

Lenny gives Pip a quizzical look. Is that a thing now? Should I be advertising the gym that way? Except it would have to be a demon pirate...

He trails off, pondering the marketing opportunity.


Male CG Goblin Technomancer 7 | SP: 49/49HP: 37/37 RP: 7/7| EAC: 19 KAC: 19 CMAC: 27 | F: +5, R: +6, W: +7 | Init: +4 | Perc: +6, SM: +1 | Speed 45ft | Spells: 1st 5/5 (15), 2nd 4/4 (16) 3rd 2/2 (17) Spell Cache (unused) conditions: None.

Clank remains in the back, letting the other more perceptive types do the searching. From experience he knows that he's a bit too distractable to be a reliable search-and-rescue-or-pillage participant. "So, you guys find anything?" He contents to keep a look out for anyone coming while the rest of the group does there thing.

Grand Lodge

Slides

Sorry for dropping off again, everybody! I was the best man in a wedding yesterday, which is why this week has been sporadic. But I'm back now, to the more important things! Ha!

Also... I had to trick you guys a little to make sure this scene went down well, so prepare for some more-than-mild retcons.

Lenny walks over to inspect the pool while Zoran, Clank, and Zulu stay back from the ominous scene. Davrin walks towards the pile of ash, his eyes alight with discovery. Then... you later notice, as you go through the memory in your minds, that his eyes glaze over... go dark... See the Discussion thread. His stealthy ways continue, but this time he heads straight towards the acid pool. He mutters under his breath, "There's a trap door under the pool of acid, I bet. I should stand on the edge and look for it. Yepp, right at the edge." Unclear on what's happening, Pippimi follows the other two forward.

Also, I just noticed that this whole map is actually made of 10 foot squares (sigh). That explains why the cave fight felt so tight. So, if any of you had moved closer or farther away now that distanced are doubled, please retcon that.

As Lenny and Davrin get close to the acid pool, a horrifying eldritch monster bursts out of the acid pool! "SKREEEEAAAAAAA!" It's round, swollen, body is enormous. Standing over 10 feet tall, and weighing significantly more than any of you, it stands on dozens of large tentacles and waves wings that are much smaller than you would think a creature of that size requires.

Life Science, DC 20:

This is a Skreesire. Skreesires are insidious horrors that lurk in the rocky reaches of the universe. Skreesires round bodies are bulky and intimidating. Their wings are nonfunctional, and they use their tentacles for grabbing prey. They stand up to 10 feet tall and weigh up to 500 pounds. This being is likely both mother and father to the Skreelings you encountered in the outer cave. Unlike their young, skreesires live solitary lives and are fiercely protective of their territories, even from other skreesires. They view any intrusion from a sentient creature as a threat, and thus they often use their infamous mental abilities to twist intruders’ minds and cause those creatures to flee. If that fails, they descend on the trespasser with teeth and tentacles. Beat the DC by 5 or more and ask me a question(s)!

The being lashes out at it's prey, Davrin, with a long tentacle, bridging the 10 foot gap between them. It slaps at his chest, dealing significant damage. However, when it tries to wrap around his chest, Davrin bends over backwards in a move he's practiced many times before and slips out. As he stands up now, his eyes are no longer gray and clouded.

Tentacle @ Davrin: 1d20 + 15 ⇒ (9) + 15 = 24
Damage @ KAC: 1d8 + 9 ⇒ (7) + 9 = 16
Grab @ KAC+8: 1d20 + 15 ⇒ (5) + 15 = 20

Initiative:

Monster: 1d20 + 4 ⇒ (15) + 4 = 19
Zoran Init: 1d20 + 7 ⇒ (15) + 7 = 22
Davrin Init: 1d20 + 5 ⇒ (11) + 5 = 16
z45719 Init: 1d20 + 3 ⇒ (1) + 3 = 4
Pippimi Init: 1d20 + 2 ⇒ (7) + 2 = 9
Lenny Init: 1d20 + 0 ⇒ (11) + 0 = 11
Clank Init: 1d20 + 3 ⇒ (16) + 3 = 19

Clank and Zoran, seeing the rippling in the acid pool just before the Skreeling burst out, are the first to act!

Those in bold may act. Those who have not posted in 24 hours will be botted.


Zoran
Clank

Davrin 19/35 SP
Zulu
Lenny
Pippimi

Thing From Outer Space - 0 Damage


Male CG Goblin Technomancer 7 | SP: 49/49HP: 37/37 RP: 7/7| EAC: 19 KAC: 19 CMAC: 27 | F: +5, R: +6, W: +7 | Init: +4 | Perc: +6, SM: +1 | Speed 45ft | Spells: 1st 5/5 (15), 2nd 4/4 (16) 3rd 2/2 (17) Spell Cache (unused) conditions: None.

Life Science: 1d20 + 12 ⇒ (16) + 12 = 28

GM Question:

What are it's special abilities? Or was that covered above? If that's covered: What are its defenses?

Clank shakes his head of all the timey-whimey-wibbly-wobbly-stuff, and is alerted to the attacking monstrosity. "Hey, guys? I think that's the..." He breaks off a second comically considering his words and trying to avoid thinking about reproductive physics of alien life. "It's the complicated parent of those things we just killed. It can mess with people's minds and make them afraid! Don't get grabbed, but I can grease you if we need to"

He begins earning more Air Goblins to distract the thing.


Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

Zoran sees the battle begin and rushes to catch up...

This sure seemed like a smaller distance when looking at it.

"You heard Clank, right? Davrin that is not a client you want to take one...shake it off and teach a painful lesson. We don't die." Zoran calls out to Davrin.

Inspiring Boost: +15 Stamina to Davrin.

Grand Lodge

Slides

Yeah… the Special Abilities aren’t that helpful in combat. So… Clank knows that Skreesires resist all physical damage that is not from a blade made of Cold Iron. Additionally, they are immune to Acid!

As both Zoran and Clank prepare for battle, the Skreesire's tentacle whips out at Davrin! "THWAP!" It hits him in the leg, but the suckers don't quite grab at his armor!

Tentacle @ Davrin: 1d20 + 15 ⇒ (8) + 15 = 23
Damage @ KAC: 1d8 + 9 ⇒ (1) + 9 = 10
Grab @ KAC+8: 1d20 + 15 ⇒ (11) + 15 = 26

Everybody is up!

Lenny
Clank
Davrin 24/35 SP
Zulu
Zoran
Pippimi

Skreesire -


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Did the map get nudged? I'm not sure which exact square the creature is in, and Dav and Lenny seem to be inside a wall.


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

Somewhat surprised at the apparent willful disregarding of his notification the pool was acid Zulu hurries forward to support the group just as the monstrosity bursts from the pool. Hearing Clank mention something about it being the complicated parent of the screeling things, Zulu figures it's probably resistant to acid but, hopefully, not lasers.

Attack, EAC: 1d20 + 7 ⇒ (12) + 7 = 19
Damage, F: 2d6 + 1d6 + 5 ⇒ (4, 6) + (3) + 5 = 18

move, overcharge shot. I only screwed up the map a little bit with my fat fingers... Sorry


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

I've tried to fix the map a bit, but I'm not sure if I did it right since Dav is still in a wall. :/

Pippimi yelps in surprise "Ack! It big boss of cultists! Pippimi not approve!" She draws her artillery laser cannon off her back, props the giant laser atop her head, and sends a blast at the skreesire!

Artillery Laser, azimuth: 1d20 + 8 ⇒ (12) + 8 = 20
Art. Laser damage (F): 1d10 + 5 ⇒ (1) + 5 = 6

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

stellar mode: photon +1

Lenny watches Pip, realizing that his mode of attack says something about this creature.

Oh, we're doing lasers? Great....

His blade dissipates and the solar mote resumes orbiting around his head, carrying the little weapon crystal they'd found earlier.

dismiss solar weapon, free
Draw laser pistol, move action
azimuth laser pistol attack, F damage (photon mode): 1d20 + 6 ⇒ (7) + 6 = 131d4 + 3 ⇒ (1) + 3 = 4


Male CG halfling ghost operative (ace pilot) 12 | SP 84/84 HP 74/74 | RP 4/13 | EAC 25; KAC 26 | Fort +9; Ref +16 evasion; Will +11 (+2 vs fear) | Init: +11 | Perc: +23, SM: +21 | Speed 50ft fly 40ft| Active conditions:

The sharp pain from the tentacles wakes Davrin from the enchantment. "What.. Who.. How.. Huh?" Zoran's rallying call further awakens him.

Feeling somewhat foolish for fallen victim, Davrin weaves about avoiding the tentacles as he retreat, as he trains his pistol to fire upon the creature.

trick attack, vs DC20+target CR: 1d20 + 18 + 1 ⇒ (8) + 18 + 1 = 27 flat-footed to following attack if successful add. dmg if hit: 3d8 ⇒ (1, 2, 4) = 7
disintegrator pistol vs EAC: 1d20 + 9 ⇒ (6) + 9 = 15 acid dmg: 1d10 + 2 ⇒ (2) + 2 = 4
Debilitating trick: If trick attack succeeds, flat-footed for 1 round

Uncanny mobility so no AoO from target. It should have cover bonus so likely miss.


Male CG Goblin Technomancer 7 | SP: 49/49HP: 37/37 RP: 7/7| EAC: 19 KAC: 19 CMAC: 27 | F: +5, R: +6, W: +7 | Init: +4 | Perc: +6, SM: +1 | Speed 45ft | Spells: 1st 5/5 (15), 2nd 4/4 (16) 3rd 2/2 (17) Spell Cache (unused) conditions: None.

Clank observes the battle and adds as an afterthough. "I bet this thing is resistant to damage... and if the acid bath didn't make it obvious, don't use that." He directs the air elementals to attack, then takes a shot himself.

attack1: 1d20 + 5 ⇒ (8) + 5 = 13
damage: 1d6 + 3 ⇒ (2) + 3 = 5
attack2: 1d20 + 5 ⇒ (4) + 5 = 9
damage: 1d6 + 3 ⇒ (3) + 3 = 6
attack3: 1d20 + 5 ⇒ (11) + 5 = 16
damage: 1d6 + 3 ⇒ (1) + 3 = 4

Attack vs EAC: 1d20 + 7 ⇒ (18) + 7 = 25
Fire Damage: 1d8 + 5 ⇒ (5) + 5 = 10

Grand Lodge

Slides

Gah, I hate 10-foot square maps. So difficult to read. When I get home tonight I'll drop a grid intersection on the map to help us out.

Zulu and Pippimi's shots are true, but collide into the low rock wall the Skreesire is floating behind. Looks like he has Partial Cover, not Soft Cover to your location. Unfortunately, that is enough. Meanwhile, Lenny and Davrin's shots go wild, not getting close to the monster.

In a flurry of airy teeth, three goblins burst from Clank and fly at the Skreesire! They surround it in a mini hurricane but the creature leaves unmolested. Working alongside the little beings, Clank sends a large laser bolt into the aberration's chest! It screams in pain, this time not aloud but inside your mind! "SKREEEEEEEE!"

I know it hasn't been 24 hours yet but I feel bad for missing so many days. So, Zoran take two turns!

The Skreesire's body rocks from side to side as it wobbles out of the acid pool. It rounds the corner of the wall, coming into full view. It is a view from your nightmares, acid dripping, air elementals bouncing off it's chest. Four tentacles erupt from those holding up it's massive frame, grabbing Lenny's appendages and ripping them in four different directions. The bulky gym owner now looks small as he is lifted several inches off the ground! The Skreesire crows in victory as it's mouth opens wide. "SKREEAAAAAAAAHHHH!"

Tentacle @ Lenny: 1d20 + 15 ⇒ (11) + 15 = 26
Damage @ KAC: 1d8 + 9 ⇒ (6) + 9 = 15
Grab @ KAC+8: 1d20 + 15 ⇒ (18) + 15 = 33

Everybody is up!

Lenny 30/45 SP, Pinned
Clank
Davrin 24/35 SP
Zulu
Zoran x2
Pippimi

Skreesire - 10 damage

Pinned:
You cannot move and can’t take any actions that involve moving your limbs other than to attempt to escape, you’re flat-footed, and you take a -4 to AC, most attack rolls, Reflex saves, initiative checks, and Dex-based skill and ability checks..


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

Zulu slides forward to get a better angle on the beast and triggers a laser blast again, hoping for better effect.

Attack, EAC: 1d20 + 7 ⇒ (2) + 7 = 9
Damage, F: 2d6 + 1d6 + 5 ⇒ (4, 3) + (6) + 5 = 18

28/40 charges


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Pippimi's sweet new 5th level Soldier ability lets her move up to half her speed or guarded step as part of a full attack. Soo...

With the tentacled beast up close, Pippimi hops forward underneath its swinging limbs and stabs at it twice with her starknife.

Tactical Starknife: 1d20 + 11 - 4 ⇒ (3) + 11 - 4 = 10
Tac. Starknife damage (P): 1d4 + 5 + 5 ⇒ (4) + 5 + 5 = 14
Tactical Starknife: 1d20 + 11 - 4 ⇒ (7) + 11 - 4 = 14
Tac. Starknife damage (P): 1d4 + 5 + 5 ⇒ (1) + 5 + 5 = 11

"Let go of Lenny! He not good to eat!"

Ouch, crummy rolls.


Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

Turn 1.

Move Action: Move (Within Bodyguard range: Lenny & Pip). Standard Action: Attack.

Zoran quickly moves up to assist firing off a shot from his laser pistol.

Laser Pistol, Azimuth: 1d20 + 3 + 3 ⇒ (20) + 3 + 3 = 26
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Critical Damage: 1d4 + 2 ⇒ (4) + 2 = 6 And 1d4 Burn

---
Turn 2.

Move Action: Quick Dispiriting Taunt. Standard Action: Inspiring Boost.

After seeing Lenny wrapped in the tentacles Zoran lets out a bellowing shriek at the creature letting him know his pack does not die.

Dispiriting Taunt: 1d20 + 13 + 1d6 ⇒ (14) + 13 + (4) = 31

"Lenny, we got your back. Fight free!" he calls out after. +15 Stamina to Lenny.

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

stellar mode: photon +1

Aaaaaaaaaaaah! Shoot at the tentacles, quick!

Escape?: 1d20 + 9 ⇒ (10) + 9 = 19


Male CG halfling ghost operative (ace pilot) 12 | SP 84/84 HP 74/74 | RP 4/13 | EAC 25; KAC 26 | Fort +9; Ref +16 evasion; Will +11 (+2 vs fear) | Init: +11 | Perc: +23, SM: +21 | Speed 50ft fly 40ft| Active conditions:

"Lenny!" Davrin quickly steps aside to get a clear shot and fires again.

trick attack, vs DC20+target CR: 1d20 + 18 + 1 ⇒ (4) + 18 + 1 = 23 flat-footed to following attack if successful add. dmg if hit: 3d8 ⇒ (6, 8, 8) = 22
disintegrator pistol vs EAC: 1d20 + 9 ⇒ (16) + 9 = 25 acid dmg: 1d10 + 2 ⇒ (1) + 2 = 3
Debilitating trick: If trick attack succeeds, flat-footed for 1 round

Should have no cover bonus

Grand Lodge

Slides

Pippimi and Zulu's attacks futilely bounce off the thick hide of the skreesire, but Zoran gets lucky! His pistol shot veers into the open maw of the creature, burning some alien gases inside! The gases burn for a few seconds before going out, eliciting more psychic screams.

Burn: 1d4 ⇒ 2
Put It Out, DC 12: 1d20 + 6 ⇒ (8) + 6 = 14

Zoran follows this up with an alien scream, mimicking that of the beast's! It pauses for a moment, confused. Lenny takes the opportunity to try and wriggle his way free. The tentacles hold him tight, however! The gym owner gets the sinking feeling that it is impossible for him to wriggle acrobatics his way out of these tentacles and very very difficult to force grapple check his way out without assistance. Instead he just looks up at the alien, predatory, eyes as they meet his own. Davrin interrupts the moment, sending a small laser blast into a tentacle!

Full Action Reposition.
Reposition @ Lenny, DC 22: 1d20 + 15 ⇒ (15) + 15 = 30 Beat it by 5, dragged 10 feet.

The creature lets go of three of Lenny's appendages, instead wrapping all four tentacles around his left leg. With a mighty heave, the Skreesire pulls Lenny ten feet backwards, INTO THE POOL OF ACID.

Acid damage: 2d6 ⇒ (6, 5) = 11

The acid begins to eat into Lenny's boots and lower body, kept at bay by his armor. You all realize three things at once. Lenny is laying in a pool of acid, but is no longer held down by the tentacles. The tentacles are long, whipping out at the area around it's lunch prey, Lenny. It is now back behind the wall that protected it so well.

Everybody is up!

Lenny 34/45 SP
Clank x2 Even if you had cast Grease, it would not have been enough for his Acrobatics.
Davrin 24/35 SP
Zulu
Zoran
Pippimi

Skreesire - 26 damage, Shaken

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

If I had successfully broken free last round would I have had a move action, or did that take a full round? If I move out now, un-grappled, do I need a save to avoid the tentacles I'm passing through?


Male CG halfling ghost operative (ace pilot) 12 | SP 84/84 HP 74/74 | RP 4/13 | EAC 25; KAC 26 | Fort +9; Ref +16 evasion; Will +11 (+2 vs fear) | Init: +11 | Perc: +23, SM: +21 | Speed 50ft fly 40ft| Active conditions:

"Curses!" Davrin mutters as the creature retreats and gets behind cover. With his quick movement, however, Davrin runs around the other side of the wall, spotting it from the other side, as he fires again.

trick attack, vs DC20+target CR: 1d20 + 18 + 1 ⇒ (8) + 18 + 1 = 27 flat-footed to following attack if successful add. dmg if hit: 3d8 ⇒ (7, 3, 7) = 17
disintegrator pistol vs EAC: 1d20 + 9 ⇒ (2) + 9 = 11 acid dmg: 1d10 + 2 ⇒ (5) + 2 = 7
Debilitating trick: If trick attack succeeds, flat-footed for 1 round

Davrin has 40ft movement which is enough to run to the other side. Hopefully, where he's standing isn't acid though.


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

So the low rock wall between Pippimi and the creature is only 3ft high right? Can she just hop up onto it as part of a move action? If the skreesire attacks her with an AoO, Pippimi has the mobility feat, so her AC is 4 higher vs. AoOs.

Pippimi rolls forwards and hops up onto the rocky outcropping, grabby paws extended. She hops up and grabs a hold of a writhing tentacle and grasps tight! "Stop wrigglering!"

Grapple attempt; vs KAC+8: 1d20 + 19 ⇒ (13) + 19 = 32 Exceeding KAC+13 causes enemy to become pinned. Grapple rules can be found here
Throttle damage (So): 1d3 + 5 + 2 ⇒ (1) + 5 + 2 = 8


Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

"I don't have the best aim but I will ward them off the best I can." Zoran says moving up to get within range of his two allies.

He then raises his pistol and fires again.

Laser Pistol, Azimuth: 1d20 + 3 + 3 ⇒ (16) + 3 + 3 = 22
Damage: 1d4 + 2 ⇒ (1) + 2 = 3


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

Annoyed that he missed his shot and feeling reckless, Zulu charges in to near point blank range to distribute firey displeasure at the monster currently giving Lenny most unpleasant acid bath and full body massage.

Attack, EAC: 1d20 + 7 ⇒ (18) + 7 = 25
Damage, F: 2d6 + 1d6 + 5 ⇒ (6, 2) + (1) + 5 = 14


Male CG Goblin Technomancer 7 | SP: 49/49HP: 37/37 RP: 7/7| EAC: 19 KAC: 19 CMAC: 27 | F: +5, R: +6, W: +7 | Init: +4 | Perc: +6, SM: +1 | Speed 45ft | Spells: 1st 5/5 (15), 2nd 4/4 (16) 3rd 2/2 (17) Spell Cache (unused) conditions: None.

Clank does what he knew was going to come up all fight, and casts grease on Lenny. "It's the way!" meanwhile his elementals continue their attacks with mixed results.

Attack spam:

attack1: 1d20 + 5 ⇒ (12) + 5 = 17
damage: 1d6 + 3 ⇒ (3) + 3 = 6
attack2: 1d20 + 5 ⇒ (20) + 5 = 25
damage: 1d6 + 3 ⇒ (1) + 3 = 4
critdamage: 1d6 + 3 ⇒ (6) + 3 = 9 13 in one hit
attack3: 1d20 + 5 ⇒ (20) + 5 = 25
damage: 1d6 + 3 ⇒ (5) + 3 = 8
critdamage: 1d6 + 3 ⇒ (3) + 3 = 6 14 in one hit

attack1: 1d20 + 5 ⇒ (3) + 5 = 8
damage: 1d6 + 3 ⇒ (1) + 3 = 4
attack2: 1d20 + 5 ⇒ (2) + 5 = 7
damage: 1d6 + 3 ⇒ (2) + 3 = 5
attack3: 1d20 + 5 ⇒ (4) + 5 = 9
damage: 1d6 + 3 ⇒ (5) + 3 = 8

If that doesn't take it down.
Wanting to get the fight to end quickly to rescue the dipped comrade, Clank casts a Magic missile.
Magic Missile: 3d4 + 3 ⇒ (4, 3, 4) + 3 = 14

Grand Lodge

Slides
Lenny Shiroyuki wrote:
If I had successfully broken free last round would I have had a move action, or did that take a full round? If I move out now, un-grappled, do I need a save to avoid the tentacles I'm passing through?

Breaking free is either a Grapple check or an Acrobatics Escape check, both of which are standard actions. So, if you had succeeded last round, you would have been able to move away. And yes, you can move out of his range now BUT he would get an AoO. That might lead to you getting grappled. :)

Davrin runs around to the other side, leaping over the dead body in the way, but his sprint throws off his aim. Yes, you are outside of the acid. I'd say you could move 5 feet west and be safe but Southwest is the start of the acid.

AoO @ Pippimi: 1d20 + 15 - 2 ⇒ (8) + 15 - 2 = 21 Mobility and Dispiriting Taunt save the day!

Pippimi rolls up and onto the low shelf, narrowly avoiding a tentacle that lashes out. Standing up tall, she grabs hold of the Skreesire's wing and holds it in place! Her normally effective gloves don't seem to work as well on the beast... Thanks to Pippimi holding the beast in place, Zoran is able to line up a shot! His laser nicks part of the Skreesire's wing.

Taking advantage of Pippimi opening the creature up, Zulu fires a large blast into it's chest! After he does so a horde of air elementals descend on the monster, ripping and tearing. Though most of their attacks bounce off, several find major arteries! Seeing the creature still standing, Clank sends a few magic missiles into the tentacles of the beast.

Anti-Grapple @ Pippimi: 1d20 + 15 - 2 ⇒ (20) + 15 - 2 = 33 Meehoohahahaha

The Skreesire turns in place, much faster than you would expect. It rips it's wing out of Pippimi's firm grasp and instead wraps a large tentacle around her legs!

Everybody is up!

Lenny 34/45 SP x2 (First round has no AoO left.)
Clank
Davrin 24/35 SP
Zulu
Zoran
Pippimi, Grappled

Skreesire - 77 damage

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